Call function from main to a simulation experiment in Anylogic - function

I want to call a function in the Main interface in anylogic from the compare runs experiment set_up via a button. i.e when my compare runs experiment is running I want that function that is defined in main to run. How is it possible

While there are a number of ways to do that, picking one depends on what you're trying to achieve. Generally, calling (Main)getEngine().getRoot() will get the top agent (which is usually Main but could be anything, really).
However, with more information regarding what you're trying to achieve a better approach can be suggested.

Related

Replicate http.HandleFunc()'s "coding style" to create our own methods/functions

There is an answered question which will help you understand what exactly I want to say.
How does the function passed to http.HandleFunc get access to http.ResponseWriter and http.Request?
There are many built-in Go functions where the function parameters get assigned this way. I want to use that coding style in my daily coding life.
I want to write a similar function/method which will get its parameter values from somewhere just like http.Handlefunc's w and r.
func (s SchoolStruct) GetSchoolDetails(name string){
// here the parameter "name" should get assigned exactly like http.HandleFunc()'s "w" and "r".
}
What http does is that it registers a callback and uses it when the time comes. You don't have to pass the arguments it takes, as servers implementation provides these arguments with correct state. If you want to copy this approach, first you have to ask:
Is there some kind of generic abstraction that computes these parameters? Is the function I write just reacting to something? Does this function have any side effects? Does it return value back to the system?
This approach is very good when you are modifying existing system, extending its behavior with independent units. So to speak, integrating into robust API.
You may be correct that this is a style of doing things, but you cannot use this style on everything. Its just too specific and good at certain group of tasks.
As #mkopriva pointed out, declaring rules and requirements, your logic should satisfy, is known way to execute this style in Go. You have to realize that your logic, encapsulated behind function pointer or interface, has to be passed and controlled by some other code you call indirectly.
I cannot possibly imagine going to such lengths when all components of the system are under your control and system has only one logic to run.

Restructuring to avoid accessing components in models

Continuing to work on my port of a CakePHP 1.3 app to 3.0, and have run into another issue. I have a number of areas where functionality varies based on certain settings, and I have previously used a modular component approach. For example, Leagues can have round-robin, ladder or tournament scheduling. This impacts on the scheduling algorithm itself, such that there are different settings required to configure each type, but also dictates the way standings are rendered, ties are broken, etc. (This is just one of 10 areas where I have something similar, though not all of these suffer from the problem below.)
My solution to this in the past was to create a LeagueComponent with a base implementation, and then extend that class as LeagueRoundRobinComponent, LeagueLadderComponent and LeagueTournamentComponent. When controllers need to do anything algorithm-specific, they check the schedule_type field in the leagues table, create the appropriate component, and call functions in it. This still works just fine.
I mentioned that this also affects views. The old solution for this was to pass the league component object from the controller to the view via $this->set. The view can then query it for various functionality. This is admittedly a bit kludgy, but the obvious alternative seems to be extracting all the info the view might require and setting it all individually, which doesn't seem to me to be a lot better. If there's a better option, I'm open to it, but I'm not overly concerned about this at the moment.
The problem I've encountered is when tables need to get some of that component info. The issue at hand is when I am saving my add/edit form and need to deal with the custom settings. In order to be as flexible as possible for the future, I don't have all of these possible setting fields represented in the database, but rather serialize them into a single "custom" column. (Reading this all works quite nicely with a custom constructor and getters.) I had previously done this by loading the component from the beforeSave function in the League model, calling the function that returns the list of schedule-specific settings, extracting those values and serializing them. But with the changes to component access in 3.0, it seems I can no longer create the component in my new beforeMarshal function.
I suppose the controller could "pass" the component to the table by setting it as a property, but that feels like a major kludge, and there must be a better way. It doesn't seem like extending the table class is a good solution, because that would horribly complicate associations. I don't think that custom types are the solution, as I don't see how they'd access a component either. I'm leaning towards passing just the list of fields from the controller to the model, that's more of a "configuration" method. Speaking of configuration, I suppose it could all just go into the central Configure data store, but that's always felt to me like somewhere that you only put "small" data. I'm wondering if there's a better design pattern I could follow that would let the table continue to take care of these implementation details on its own without the controller needing to get involved; if at some point I decide to change from the serialized method to adding all of the possible columns, it would be nice to have those changes restricted to the table class.
Oh, and keep in mind that this list of custom settings is needed in both a view and the table, so whatever solution is proposed will ideally provide a way for both of them to access it, rather than requiring duplication of code.

How to run Lua code directly inline with Scribunto

I have a very short piece of lua code (example: os.date("%Z") ).
I want to know if it is possible (currently or planned) to invoke that code directly on the same page, rather than creating a module with only one function, which job is to call that code.
I know creating a module with other time functions would be approach, but no wiki user will need to use others functions in the future. So creating I don't think it worth creating a library(module) of that kind.
No, that's not possible, currently or planned. You must create a module with one function, and invoke it.
Note that this code snippet is an obviously reusable function, which one might call "getDefaultTimezone".

AS3 Error #1502

AS3
Error: Error #1502: A script has executed for longer than the default timeout period of 15 seconds.
Is there a way to temporarily suppress this on a specific block of code?
I am creating a HUGE dynamic 3d array of objects, 1000x1000x1000 and need the build to actually finish the initializing.
Your best bet would be to try and refactor your code. Perhaps you can make use of this tutorial which deals with the exact problem you are having.
http://www.senocular.com/flash/tutorials/asyncoperations/
Increasing the timeout is one option, however I would also suggest considering an approach that would build your arrays over multiple frames, that is splitting the work up into separate jobs. As long as you give control back to the Flash Player every once in a while, you will not get this exception.
I'm not certain of the specifics of your problem, however you will need to find a way to parallelize or just simply segment your calculations. If your algorithm centers around one major loop, then consider creating a function that takes all of the arguments necessary to record the context of a single iteration. Then, create a simple control loop that will call this function and determine when to wait until the next frame and when not to. Leveraging AS3 closures can also help with this.
Look for the script execution time limit in the "Publish Settings" (Flash). If you're using Flex, maybe this one can be useful: http://livedocs.adobe.com/flex/3/html/help.html?content=compilers_14.html (check default-script-limits, max-recursion-depth, max-execution-time). Oh! It seems there's apparently no way to make it behave in a different way on a specific piece of code (it is a global setting).
I do not approve the increse timeout option. Because for all this time your appllication is just hangs the whole Flash player. And normaly user thinks it is down, and forses it to quit.
check this one out: How to show the current progressBar value of process within a loop in flex-as3?
And then you can even show the progress which would be really more confident for you and for user.

Is it possible for someone to hack my SWF by accessing one of its function

In my SWF, I have a function that automatically runs at a certain time.
The user must not run that function or change a timer variable, so is he able to do it with some work ?
All code that runs on the client side must be considered as insecure and hackable. Period.
My suggestion is write your code, google search for uncompilers, and see what they produce, more often than not, you get very readable code, and if u have defined strings, then the user would most likely be able to see them.
I suggest your switch to server side code, as this is more secure, however it is ran on the server end not the user end, so it takes more processing power.